greetings,
today’s topic are the new modules brought to the game by the 0.8.0:
first off is the mobile barrier: pretty handy to make your frigate immune to damage at one direction…yet it only can protect one ship…
i suggest to double the radius so you can effectively shield more space (beacons and badly damaged teammates)
second would be the mass support modules: the shield regeneration module went through the roof and regen ~ 250 - 300 pts / sec - that’s way too high since i’ve fought players which where basically immune to any form of damage
the devs should take some pts/sec (50 - 100 pts / sec) so you have a chance to defeat other players
third the micro locator: balancing is fine but the interceptor pilot should get assist points (~20) if a ship is killed within the range of the locator…call it spotter assist
number four are the ship modifiers: the regenerating hull was nerved to 26 pts / sec (mk3) - why leave it in the game (ships hp are at t3 well above 5k health, healing takes forever)? this module is useless - either rebalance it or trash it and refund all players which bought it
also if the devs intend to keep the playerbase the should tell us all changes : the multiphase generator or the voltage stabalizer expierenced dramatic decreases in their bonuses towards regeneration speed, while the galvanized hull suddenly had about 8 pts. resistances added
the fifth (insane) idea is the ship tree: ships are somewhat expensive and leveling takes too long…SO:
-
all ships are availiable at rank 1 of your chosen faction
- when chosing your faction you can also choose your ships (1x interceptor, 1x attack ship, 1x frigate)
- the ships have the same amount of modules and slots and so on as they are right now at t1
- while playing the ships will gain synergy
- if your rank is high enough to play the next tech tier you can upgrade your ships: they will gain the module slots and so on which are linked to the tiers (example: t1 → t2 + weapon modifiers, ship modifiers, additional passive and active modules…
- while teching up you can also “clone” your ship: the old ship keeps all the modules and expierence but another ship of the same type will be created just one tech tier higher…
example: one at tx (all installed modules, synergy level stay the same) and one at tx+1 (synergy is reseted, ship is purged of all modules)
- you can buy ship packages which contain various modules fitting for your ship. you can costumize them they way you want (mk1,2,3…). however you will be also able to buy your favourite modules and equip them on your naked ship
- subfaction bonus: if you reach the rank between two tech tiers (t3: 7- 8 -9) you can allow your subfaction engineers to modify your ship: the stats are adapted (example: kastor -> king kastor (ship colours change, the resistance and so on are set to the king kastor’s, while all non-role modules and the synergy level stay the same, unfitting modules are removed and placed in your warehouse))
do you like the ideas or should i stop posting insane thoughts at the forum
?
don’t hit the asteroids
N3UNTO3T3R
one more time: if the devs intend to keep the playerbase they should tell us all changes